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Notice how you can't place props on top of props, because its always checking the 'outside ground'.
But like larry said; real furniture is not possible, due to pathing issues with the npc's.
I find that interesting seeing as there are hundreds of games that can do this. Its not like they're using a unique engine or anything, Palworld was made by 10 people and it still has the ability to place things inside, Fallout and Starfield, No Man's Sky, honestly I can't think of a lot of games that don't have this functionality I wonder if its a lack of possibility or just a lack of ability.
I don't know which it is, but either the dev team is:
A) barely putting in actual development time into the game, and thus barely taking time to figure these issues out.
B) Is making up excuses to not do something.
C) Is extremely bad, and has very little idea what they're doing after all these years still.
Depending on which Unreal Engine they're using, the AI shouldn't be having issues figuring out how to go around objects. If they are using an extremely old version of the Unreal Engine, then taking the time to upgrade to a newer version would help them immensely, and be worth the effort, as it will give them dynamic AI pathing, and other very helpful things.
Most of the things people say they want, and the excuses the devs give of why they cannot do it, is purely down to either having no clue what they're doing, or refusing to look into it, or using an Unreal ENgine version that is about 10 years old.
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I however, personally cannot take their "the AI get stuck, and pathing issues" excuse because we can quite clearly place buildings anywhere in the world, and the AI have no issues finding the path to the door, and wandering around the village and buildings as we're placing them. Nor do they seem to have issues squeezing down narrow paths between fences, so the "tight spacing" doesn't seem to be an excuse either.
So it sounds to me, like its a lazy excuse, and they just didn't want to figure out what was causing an issue, if there even was one.
Maybe that's where the problem is coming from. Trying to get PC and console version to play together. Reading through threads and posts, yt vids and screenshots, it almost seems like there was more freedom before the Crossplay update. Have features been sacrificed for console stability?
Have you never seen the NPC's spending ages pushing on a gate from both sides.... NO one backs up to let the other through.. A bit of road rage there....
Have you never seen NPC pushing up to a chair for several minutes if that chair is a fraction too close to a table?
Have you never seen NPC pushing a door from both sides.. Never getting through..
They do get stuck... They even get stuck in mines.
I know nothing of working with Game engines (my experience goes back to ... Forgive me ... Real programming. Hex; Mnemonics etc..) So I assume that the AI is somewhat controlled by the game engine and may not even be editable.
Within the last 12 months, there has been a new map, co-op and cross-play, bridges... I think this was all developed and didn't fall from the sky.
And please also remember that the last update also included the option to change the existing furniture.
Personally, I don't think interior decoration is that important, as I only really sleep or cook in the house. A cooking pot would be useful though, I've lost mine.
And I think the item decorations actually bring a house to life. Children's toys, objects on the shelves, a basket of fruit next to the stove. We can do all that.
Yes, but I see it in once in a blue moon situations, and they still go inside houses now, so that door issue is already present.
The point is.. they already get stuck on things. I'm not saying that won't ever happen. What I am saying.. is if the devs cared just a lttle bit to figure this stuff out. They'd code in a "stuck" logic. As in "I'm stuck, and not moving when I should be. Do this instead" It's a simple little bit of code that would mostly fix this stuff.
imagine 2 AI pushing on the same door.. One of them hits the "i'm stuck" logic, backs off, to find a new route, which allows the other AI to go through, and the second AI to re find that same route and try to go through again.
It doesn't even take that much code or code logic to put fix if they cared to actually do it.
if the devs really don't want to deal with players overloading AI houses, simply have pre defined tables, etc. we can build for them against walls, out of the way. Then let the players build whatever they want inside their own houses.. It's not like more than 1 AI really goes into player houses anyway(the spouse). Tops maybe 2 with a child, but that should be up to the player to fix if they start getting stuck.
Yea, I get they have done work on a lot of major things. I'm simply thinking about this in the course over the last 2 years, as this request has been a thing since the beginning.
I personally would of rather of had this, and a few other requests done, and the new map delayed. Especially since the new map is more of a pain for me than a bonus, because there are so many beautiful areas that I can't build, or is a pain in the butt to build around and in because of the insane building restrictions of this game sometimes.
If they had figured that building restriction thing out more, and this stuff.. That new map would actually be way better to me, right now its fallen flat. (My personal opinion of course)
I presume that, unlike me, you are exceptionally proficient with the internal working of the game engine. Perhaps you should write to the devs and offer your expertise. Perhaps send them alternate code excerpts that would help them..
Or you could just re-write the AI code and send it to them..
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There are lot's of little bits that go wrong, but I usually find a work around. There is nothing stopping you from designing a table with bits.. Even a half blind, arthritic old guy like me can, as do many others. I have tables and baskets of logs etc in my house.
Overall I think the devs are doing a great job (except for my main bug) and they deserve a lot of credit for it. Not the odd people that clearly think they can do better. There are probably over 1,000 suggestions they look at and have to prioritise.
It's not as simple as doing that. I don't know how their code is written, or how they have that setup, otherwise I would. I would have to get into their code to do that for them.
and I don't think they want to risk that I'm not just running my mouth, have me sign an NDA, fly me out to their studio, or send me the files, and risk me not just ripping it all and trying to steal it either, all just to have some tables and chairs be placed inside homes. I certainly wouldn't risk that if I was them, and that's way overboard of a hassle for such a little thing.
So we are where we are.
If you are really know how, you don't need to speak code, or post the code. Method used would be very much appreciated.
The main problem is "customizable/movable" furniture placement, which the player would want. Fix placement will not have any problem.
An easier implementation would be creating multiple floor plan designs for customization, upgradeable floor plan with furniture (fix with floor plan).